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Author Topic: Wars Across The World  (Read 14163 times)

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Offline Asid

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Re: Wars Across The World
« Reply #60 on: November 21, 2019, 01:56:17 PM »
Burma 1942



Burma 1942 is the recreation of the Japanese onslaught against Burma in the first months of 1942. Four Japanese divisions, supported by their Thai allies must conquer the whole of Burma before Monsoon sets in. The British must defend their colony at all costs, and more specifically the road to Lashio, the only land connection the Nationalist China.

Burma 1942 lasts 18 turns, each of one week between 8th January and 7th June 1942. Axis and Allies face each other.
   Two divisions of the Japanese 15th army are attempting to capture most of Burmese territory before the start of the monsoon season in June. Depending on the surrender of Singapore and Java, other divisions will shore up the army. Thai allies and Burmese rebels can be useful supplementary forces
   The British forces are quite weak at start, but the influx of many Chinese Nationalists reinforcements may prove decisive, despite their intrinsic weaknesses and low quality.

The game event cards allow full replay ability thanks to the numerous various situations that they create on the diplomatic, military, political or economical fields

Estimated Playtime: 3h00

Favored Side: British

Hardest to Play: British

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Offline Asid

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Re: Wars Across The World
« Reply #61 on: December 02, 2019, 11:32:35 PM »
Mon, 2 December 2019

New Features and Fixes

This important update was made essentially to fix a few known issues but also to allow for gameplay improvement for new features that will be progressively used in the upcoming 2020 title, or, when updated, retrofitted inside the existing ones.


   (Regions) Added support for new feature : possibility to define nations as default owners of regions
   (Map) Implemented new Information Anchors (e.g. useful to display extra critical information as a graphic icon)
   (Movement phase) The confirmation dialog displayed when going to next phase without any movement can now be dismissed permanently.
   (Replacements) Implemented a system allowing to schedule replacements through the Reinforcement system without need to use cards.
   It is no longer possible to assign replacements to stacks that are not currently in a supplied region
   (Structures) Added per-structure option to limit the number of units that can enter a structure (leaders excluded from the count)
   Added optional system that allow fortresses to reclaim control of their region if no enemy force occupies it, or if there are only enemy leaders/support units present in the said region.
   (Reinforcements) Added scenario option to hide AI's reinforcements
   (Summary) Casualties tab now displays Leaders killed or wounded in battle.
   (Battle) Implemented new rule allowing to start a fortress assault (resolved by a battle with specific combat factor modifiers) instead of besieging the structure. Assaulted fortresses have a default garrison to defend them, added to the regular units that maybe already be in fortress.
   (Battle/Siege) Implemented unit capture system (e.g. will be useful to capture supply wagons or other units)
   (Battle) Implemented optional rule to ignore the Differential of Leader Morales when computing battle modifiers
   (Battle) Implemented optional rule to ignore the Differential of Leader Combat Factors when computing battle modifiers
   (Battle) Implemented optional rule to ignore the regular loss differences Victory Points awarded by battles (only VP awarded by regions and structures capture and/or cards are kept)

*** FIXES ***

   (FOW) Fixed bug where the tooltip for units made invisible BY FOW was still displayed
   (Cards) Fixed bug where launching a game from a save reset the max number of cards in hand to the engines default value instead of the value specified in the scenario
   (Movement) Fixed a bug that made it difficult to move a stack into a structure already containing units.
   (Battle) Fixed localization erros in the retreat message
   (Siege) Fixed a bug where a fortified structure taken by siege would incorrectly keep its blockaded status.
   (Options) Fixed a bug that prevented from changing the AI level in In-Game options
   (Initialization) Players are now created in an order that corresponds to the play order of Sides. Fixes potential bugs and fixes known bug where the second player would get a wrong match identifier if the sides definition and play order do not match with those specified in the editor.

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Offline Asid

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Re: Wars Across The World
« Reply #62 on: December 11, 2019, 11:05:43 PM »
Minor Update - Frame Rate optimization
Wed, 11 December 2019

an extra function to reduce FPS on powerful machines

- (Graphics) Added options setting to enable VSync
- (Graphics) If VSync is disabled, the target frame rate for the game is set to 60. Previously, the game would run at maximum allowed FPS, which would be unnecessary on powerful configurations.

NB: activating Vsync reduces visual artifacts (screen tearing) but may slightly reduce game reactivity. This could be problematic on older machines or those with little RAM.

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